D&D 3E/3.5 [Kulan] The Lands of Harqual (Updated: Feb 3/2022)

Knightfall

World of Kulan DM
Gem Kingdom
Proper Name: The Kingdom of Jewels
Ruler(s): Council of Kings
Government: Elected council of monarchs; one from each of the following cities – Alithton, Dalyvar, Felyer, Halle, Stonevale, and Vull. These monarchs are trying to name a High King.
Capital: Alithton
Major Towns: Alithton (pop. – 15,022), Dalyvar (pop. – 10,430), Feldor (pop. – 981), Felyer (pop. – 6,299), Golyir (pop. – 555), Halle (pop. – 9,118), Julietown (pop. – 2,771), Lord’s Crossing (pop. – 419), Stonevale (pop. – 12,350), Vull (pop. – 11,922), Welitor (pop. – 3,277), Zo (pop. – 2,009)
Provinces: One high kingship (currently unoccupied), six kingships, twelve principalities, and over two dozen minor lordships (knight-holds).
Resources: Crystals, gems (almost any kind, regardless of value), iron, timber, and vinegar.
Coinage: Stardust (pp), Jewel (gp), Bauble (ep), Brand (sp), Ash (cp). The citizens of the Kingdom of Jewels often accept coins from surrounding lands. However, these coins are always melted down and minted into the coins above (under the supervision of the Guild of Coins and Currency).
Population: 910,945 – Human 40%, Siarran 20%, Niomus 18%, Illonis 10%, Dwarf (hill or sundered) 7%, Other Races 5%.
Languages: Axiomatic, Common, Dwarven, Giant, Goblin, Kitt, Nioman, Orc, Siarran, Undercommon.
Alignments: LG, LN *, LE, NG, CG, (CE)
Patron God: None.
Major Religions: Allasyrain, Apollo, Battus, Belinik, Berronar, Calphas, Cronus, Cull, Dike, Dugmaren, Dumathoin, Dy’Madra, Eddelis, Gaea, Hades, Heward, Immotion, Ptah, Ramara, Rhea, Tyche, and Ulaa.
Minor Religions: Altua, Annam, Bast, Clangeddin, Damh, Draven, Erythnul, Gruumsh, Jalivier, Loviatar, Meriadar, Moradin, Muamman, Sigyn, Vergadain, and Wee Jas.
Cults: Amand, Anon, Hiatea, Hiisi, Jaeger, Khonvum, Lendys, Nathair, Oghma, Rellavar, Santè, Sialic, Stronmaus, Teve, Truce, Uranus, Vaprak, and Verenestra.
Alliances: Archbishopric of Coldstone (tentative); Principality of the Shining Stones (trade alliance).
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Map: World of Kulan Maps (Updated: Nov 22/11)
 
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Knightfall

World of Kulan DM
REL
Lord of the Rakasta, The Husband of Love

Lesser Deity
Symbol: War claws
Home Plane: Beastlands
Godly Realm: Savanna of the Rain
Alignment: Neutral good
Portfolio: Community, family, rakasta
Worshipers: Rakasta, kitt, some elves, gnomes, and halflings of the Far South
Cleric Alignments: NG, CG, LG
Domains: Community, Family, Feline, Good, Protection
Favored Weapon: Scimitar or kasa

Rel, Lord of the Rakasta, is both a North God and the patron of good catfolk throughout the Lands of Harqual. He is husband to Ramara and father to Draven. Rel and Ramara’s other divine children died during the Divinity War. Rel is a bit of a pragmatist about life and death, yet losing his children was hard on him. If it hadn’t been for the loving nature of Ramara then he would have likely slipped to True Neutral over the last millennium.

Rel’s Avatar rarely appears on the Material Plane, and almost never to non-catfolk. The avatars form varies on whether or not the Avatar is appearing to rakasta or to kitts. To rakasta, the Avatar appears as a Large-sized rakasta wearing the trappings of a tiger rider, or hatra, riding a Huge-sized rakasta cat (see World of Kulan: Monster Compilation II). To kitts, the Avatar appears as a Medium-sized kitt wearing the trappings of a rogue or a ranger. In both forms, the Avatar looks proud and defiant, but with a aura of good.

The Lord of the Rakasta’s Avatar is always armed and armored. The Avatar either carries a +5 defending keen scimitar or wears a pair of +5 keen speed kasas. If wielding the scimitar then the avatar also carries a light shield. The Avatar always appears wearing some form of nonmetallic light armor. Regardless, the Avatar’s AC is always the same in both forms.

Dogma
Rel’s faith teaches rakasta and kitt that they are part of a community of deities, and that the other members of the North Gods and their followers are to be treated like family. Cronn is the father and Inanna is the mother, while the other North Gods are brothers, sisters, nieces, and nephews. Rel also includes Mirella as a member of this family. She is the Great Grandmother of all. Rel’s faith also teaches its faithful that it is important o protect those that can’t protect themselves, even those that aren’t part of the Great Family of the North Gods. It is important to note that Rel’s church does not teach that rakasta are more enlightened than the other races of Harqual, and those rakasta that twist Rel’s faith in this way have corrupted the dogma of the church.

Clerics and Temples
The clergy of Rel is almost exclusively made up of rakasta. Rel’s clergy is often includes adepts, favored souls, rangers, and a few druids, as well as clerics. Those kitt communities that worship Rel do have their own clerics and adepts, but they aren’t considered part of the main church of Rel. The very few elves, gnomes, and halflings of the Far south that do venerate Rel often do so as simple laypersons.

The clergy of Rel doesn’t exclude those that wish to worship The Husband of Love, however, and if a non-rakasta wanted to become a cleric dedicated to Rel then he or she would be accepted, wholeheartedly. This almost never happens, however, as non-rakasta simply don’t see Rel in this way. Non-rakasta see Rel and his followers more as social workers that strive to keep the members of the Great Family happy and speaking to each other.

The clergy of Rel is also divided by how rakasta live. Rakasta tradition is based on a more rural way or life and a sense of honor. To many rakasta, the idea of living in an urban environment is simply unappealing, and those with radical views, it is considered taboo. Thus, the rakasta that live a nomadic existence throughout the savannas of the Far South, follow a more traditional form of way of life and worship, regarding the teachings of Rel. They do not build temples. The traditional clergy of Rel refer to themselves as shamans, regardless of character class.

Those rakasta that have taken to city life, live a very different lifestyle and worship Rel more as a mainstream member of the North Gods. They build large temples and perform services the way other churches of the North Gods do, usually following the practices of Bast, regarding religious trappings and ceremonies, but altered for the teachings of Rel. In a way, the urban-swelling rakasta of the Far South have created a new sect dedicated to Rel; a sect that is tolerated by the more orthodox members of Rel’s faithful. The urban-dwelling clergy of Rel refer to themselves as priests or ministers, regardless of character class.

It is important to note that this religious schism is rarely a violent one, as all those that worship Rel are part of the same family. They simply don’t always agree, and do argue from time to time.

The known temples dedicated to Rel number less than two-dozen, and they are rarely grand edifices with hundreds of worshippers. The largest known temple dedicated solely to Rel is in the City of Rhid, located on the southern shore of the continent, just west of the City-state of Xcellian. Rhid was built by several prides of rakasta that decided to go completely urban, centuries before the start of the First Ogre War. The Refuge of Rel stands in the very center of the city, and is the heart and soul of the rakasta living in that community.

Other communities with notable temples to Rel are as follows: Arhein, Bandontown, Finder, Filbor, Lauaefal, Onnostok, Relaini City, Tidad, Valquay, Washhome, Woodhold, and the Four Cities.
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Next deity... Sanh, The Stormmaker!
 
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Knightfall

World of Kulan DM
A bad guy from tonight's game!

I was surprised that the PCs took this guy out as fast as they did. The damn wizard cast animal growth on the ranger's rhino mount. Then the rhino charged. Ouch! :eek:

Oh yes, and this guy was leading a force of 50 half-orc mercenaries, but the PCs had a group of town guards fighting on their side, as well as the frost giant, Shotte. :p

Targg, Half-Ogre Mercenary
Targg, Male Half-Ogre, Ftr16: CR 16; Large Giant; HD 16d10+70; 158 hp; Init +6; Spd 20 ft. (base 30 ft.); AC 26 (+2 Dex, +4 natural, +10 armor), touch 12, flat-footed 24; Base Atk +16; Grp +27; Atk +27 melee (3d6+15/17-20/x2, +3 bane vs. human greatsword) or +29 melee (3d6+17/17-20/x2, +5 bane vs. human greatsword, vs. humans); Full Atk +27/+22/+17/+12 melee (3d6+15/17-20/x2, +3 bane vs. human greatsword) or +29/+24/+19/+14 melee (3d6+17/17-20/x2, +5 bane vs. human greatsword, vs. humans); SQ 75% fortification, darkvision 60 ft., giant blood; AL LE; SV Fort +16, Ref +9, Will +7; Str 24 (+7), Dex 14 (+2), Con 18 (+4), Int 8 (-1), Wis 10 (+0), Cha 8 (-1); LA +1; ECL 17.

Skills and Feats: Climb +10, Jump +10; Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (greatsword), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Toughness (x2), Weapon Focus (greatsword), Weapon Focus (javelin), Weapon Specialization (greatsword), Weapon Specialization (javelin).

Languages: Common and Giant.

Possessions *: +5 moderate fortification chainmail and +3 bane vs. human greatsword. *Sized for a Large creature.
 
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Knightfall

World of Kulan DM
Gangs of Mor's End: World of Kulan-style!

I recently needed to delve back into the Mor's End threads to pull out details on the "thieves' guild" of the city. Of course, when it comes to such "reading" and "cut & pasting", a lot of "revising" goes along with it. Thus, the attached document details how the various Gangs of Mor's End fit into my homebrewed setting.

Kudos must go out to GladiusNP for the original gangs writeup. I hope I've added some interesting tidbits to what was already great stuff.

Cheers!

KF72
 

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Knightfall

World of Kulan DM
The Other Necrocants!

I needed to flesh out the stats for the other Necrocants, as they tried to spring Khyron from where the PCs imprisoned him. The Order was busy fighting a marauding mountain troll and band of mountain orcs known as the Broken Hand, so I had the players run some lower-level NPCs for this encounter.

It was a fun change of pace from their high-powered PCs.

Oster Zandridge
Oster Zandridge, Male Human, Rog7/Asn3: CR 10; Medium Humanoid (human); HD 10d6+10; 45 hp; Init +3; Spd 30 ft.; AC 28 (+3 Dex, +8 armor, +4 shield, +3 deflection), touch 14, flat-footed 25; Base Atk +7; Grp +10; Atk +11 melee (1d4+3/19-20/x2, dagger of venom) or +11 ranged (1d4+1/19-20/x2, hand crossbow w/+1 brilliant energy bolt); Full Atk +11/+6 melee (1d4+3/19-20/x2, dagger of venom) or +11 ranged (1d4+1/19-20/x2, hand crossbow w/+1 brilliant energy bolt); SA arcane spells, death attack, poison use, sneak attack +6d6; SQ evasion, improved uncanny dodge, trapfinding, trap sense +2; AL NE; SV Fort +4 (+5 against poison), Ref +11, Will +3; Str 15 (+2), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 10 (+0).

Skills and Feats: Balance +5, Bluff +10, Climb +12, Diplomacy +4, Disguise +13 (+15 acting), Escape Artist +16, Hide +16, Intimidate +2, Jump +14, Listen +13, Move Silently +16, Ride +3, Sense Motive +10, Spot +13, Tumble +18, Use Rope +3 (+5 involving bindings); Dodge, Combat Reflexes, Mobility, Spring Attack, Weapon Finesse B.

Assassin Spells Known (cast 0/3/1): 1st — feather fall, jump, true strike; 2nd — cat’s grace, invisibility.

Languages: Anorian and Common.

Possessions: +4 mithral shirt, +3 darkwood buckler, dagger of venom, hand crossbow w/ 20 +1 brilliant energy bolts, light warhorse (equipped), and ring of protection +3.

Tervas Shatterskull
Tervas Shatterskull, Male Half-Orc, Bbn10: CR 10; Medium Humanoid (human, orc); HD 10d12+30; 95 hp; Init +2; Spd 40 ft. (with fast movement); AC 18 (+2 Dex, +6 armor), touch 12, flat-footed 16; Base Atk +10; Grp +14; Atk +16 melee (1d8+6/x3, +2 orc double axe); Full Atk +14/+9 melee (1d8+6/x3, +2 orc double axe) and +14 melee (1d8+4/x3, +2 orc double axe); SA rage 3/day; SQ darkvision 60 ft., DR 2/--, illiteracy, improved uncanny dodge, light sensitivity, orc blood, trap sense +3; AL CE; SV Fort +10, Ref +5, Will +4; Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 7 (-2).

Skills and Feats: Balance +4, Climb +15, Jump +21, Listen +12, Survival +10, Tumble +9; Cleave, Exotic Weapon Proficiency (orc double axe) B, Great Cleave, Power Attack, Two-Weapon Fighting.

Languages: Common and Orc.

While Raging (Ex): HD 10d12+50; 115 hp; AC 16 (+2 Dex, +6 armor, -2 rage), touch 10, flat-footed 14; Base Atk +10; Grp +16; Atk +18 melee (1d8+8/x3, +2 orc double axe); Full Atk +16/+11 melee (1d8+8/x3, +2 orc double axe) and +16 melee (1d8+5/x3, +2 orc double axe); SV Will +6; Str 22 (+6), Con 20 (+5).

Possessions: +3 studded leather, +2 orc double axe (“Skull Shatterer”), and potion of cure serious wounds.
 
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Knightfall

World of Kulan DM
My player's fought this construct last night and almost got their asses kicked. Hezekiah was killed outright, but Argo saved him with a revivify spell. After coming back to life, Hezekiah summoned a greater earth elemental, which, with Toryn's help, made quick work of the brass golem and Vhalantru's house. :D

Next week, they go down the hole to Oblivion. :]

Brass Golem, Advanced: CR 12*; Large Construct; HD 24d10+30; 162 hp; Init +0; Spd 30 ft. (can’t run); AC 33 (-1 size, +1 Dex, +23 natural), touch 10, flat-footed 32; Base Atk +18; Grp +27; Atk +27 melee (3d6+10/19-20/x3, +3 wounding greataxe) or +23 melee (1d8+7, butt); Full Atk +27/+22/+17 melee (3d6+10/19-20/x3, +3 wounding greataxe) and +18 melee (1d8+7/x2, butt); SA maze; SQ construct traits, DR 10/adamantine, magic immunity, scent; AL N; SV Fort +8, Ref +8, Will +10; Str 20 (+5), Dex 12 (+1), Con —, Int 3 (-4), Wis 14 (+2), Cha 7 (-2). *After advancing the golem its CR was set at 12, but after the fight, I decided it was worth XP as a CR 16 creature.

Skills and Feats: Survival +21*; Armor Skin E, Cleave, Great Cleave, Great Dexterity E, Improved Critical (greataxe), Improved Sunder, Power Attack, Track, Weapon Focus (greataxe). *See page 117 of Monster Manual II for details on the brass golems special bonuses to its Survival skill.

Maze (Sp): Once per day, a brass golem can target a maze effect (DC 16, caster level: 24th) against a single quarry. The golem is immune to the effects of its own maze ability and that of others of its kind, and it can freely enter its own maze to track the target. The save DC is Charisma-based.

Magic Immunity (Ex): A brass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted in its entry (see page 117 of MM II).
 

Knightfall

World of Kulan DM
Another SCAP Villain!

Okay, so here is another villain that I added to the minions in Oblivion. This one managed to escape the PCs, which really annoyed Argo.

Ippaloa Quillian
Ippaloa Quillian, Female Human, Clr16 (Dark Reborn): CR 16; Medium Humanoid (human); HD 16d8+16; 88 hp; Init +2; Spd 20 ft. (base 30 ft.), climb 20 ft.; AC 25 (+2 Dex, +9 armor, +4 deflection), touch 16, flat-footed 23; Base Atk +12; Grp +13; Atk +15 melee (2d4+3/19-20/x4, +2 keen scythe); Full Atk +15/+10/+5 melee (2d4+3/19-20/x4, +2 keen scythe); SA divine spells, rebuke undead 9/day; SQ +6 to rebuke undead checks, divine spells; AL LE; SV Fort +11, Ref +9, Will +16; Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 22 (+6), Cha 22 (+6).

Skills and Feats: Concentration +20, Diplomacy +25, Knowledge (religion) +15, Knowledge (the planes) +15, Sense Motive +13, Spellcraft +21, Survival +6 (+8 on other planes); Combat Casting, Diehard, Endurance B, Improved Initiative, Improved Turning, Lightning Reflexes, Maximize Spell.

Cleric Spells Prepared (cast 6/7+1/7+1/6+1/5+1/5+1/4+1/3+1/2+1; save DC = 16 + spell level): 0th — cure minor wounds, guidance (x2), resistance, virtue (x2); 1st — bane, bless, cause fear *, cure light wounds, doom, hide from undead, shield of faith, summon undead I LM; 2nd — align weapon, death knell, desecrate, divine interdiction SpC, resist energy, spiritual weapon, summon swarm *, summon undead II LM; 3rd — animate dead *, clutch of Orcus LM, deeper darkness, invisibility purge, protection from negative energy LM, protection from positive energy LM, sheltered vitality LM; 4th — cure critical wounds, death ward *, dimensional anchor, divine power, freedom of movement, summon undead IV LM; 5th — break enchantment, slay living *, summon undead V LM, true seeing, unhallow, wall of stone; 6th — greater dispel magic, heal, insect plague *, Maximized searing light, word of recall; 7th — blasphemy, destruction *, energy ebb LM, Maximized inflict critical wounds; 8th — creeping doom *, Maximized flame strike, veil of undead LM. *Domain Spell. Domains: Death (death touch 1/day, 16d6 damage), Insect (has Climb speed).

Languages: Common and Infernal.

Possessions: +3 banded mail, +2 keen scythe, cloak of charisma +4, periapt of wisdom +4, and an unholy symbol of the Dark Reborn.
 
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Knightfall

World of Kulan DM
Additional Thirteen Cages Bad Guy!

First up, we have a unique kelubar that I made the commander of Area C7. Kelubar Command. I felt the PCs needed more of a challenge after the killed Gau without breakign a sweat.

Mastilo
Mastilo, Male Kelubar Tarterian Half-Dragon (Red) Lizardfolk, Sor9: CR 14; Medium Dragon (augmented humanoid, aquatic, reptilian); HD 2d12+4 plus 9d4+18; 63 hp; Init +4; Spd 30 ft., swim 30 ft.; AC 28 (+1 Dex, +9 natural, +4 mage armor spell, +4 shield spell), touch 19, flat-footed 27; Base Atk +5; Grp +12; Atk +12 melee (1d4+7/x2 plus 1d6 acid, claw); Full Atk +12 melee (1d4+7/x2 plus 1d6 acid, 2 claws) and +10 melee (1d6+3/x2 plus 1d6 acid, bite); SA acidic slime*, arcane spells, breath weapon, spell-like abilities, stench (Fortitude DC 13 negates)*; SQ amphibious, cannot be raised or resurrected, darkvision 120 ft., evasion, freedom of movement*, hold breath, immunity to acid, fire, poison, sleep, and paralysis, low-light vision, resistance to cold 10, summon familiar; AL CE; SV Fort +11, Ref +11, Will +12; Str 24 (+7), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 14 (+2), Cha 21 (+5); LA +6; ECL 15. *See page 66-67 of DUNGEON Magazine #111 for more details on these special attacks and abilities.

Skills and Feats: Appraise +6, Balance +6, Bluff +21, Concentration +19, Diplomacy +7, Jump +12, Sense Motive +9, Spellcraft +10, Swim +20; Dodge, Great Fortitude, Improved Initiative, Multiattack, Skill Focus (Concentration). Skills: Mastilo gains a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks and a +8 racial bonus on Swim checks.

Languages: Common, Draconic, and Goblin.

Breath Weapon (Su): 30-foot cone, once per day, damage 6d6 fire, Reflex DC 13 half. The save is Constitution-based.

Sorcerer Spell Known (cast 6/8/7/7/5; base save DC = 15 + spell level): 0th – acid splash, detect magic, flare, ghost sound, message, prestidigitation, ray of frost, touch of fatigue; 1st – breath flare D, mage armor, magic missile, shield, true strike; 2nd – cat’s grace, scintillating scales D, scorching ray, shatter; 3rd – blink, fireball, lightning bolt; 4th – dimension door, greater invisibility.

Spell-like Abilities: At will – detect magic, clairaudience/clairvoyance, fear (DC 19), invisibility, Melf’s acid arrow, spider climb, tongues; 3/day – fog cloud, ray of enfeeblement; 2/day – acid fog, dispel magic. Caster level: 13th. The save DC is Charisma-based.

Possessions: Cloak of resistance +4, horn of fog, ring of evasion, and winged boots.
 
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Knightfall

World of Kulan DM
Vhalantru: World of Kulan-style!

I made him tougher! :]

Vhalantru
Vhalantru, Shator Tarterian Fiendish Beholder (Advanced): CR 20; Large Outsider (augmented aberration, native); HD 16d8+80; 152 hp; Init +8; Spd 5 ft., fly 20 ft. (good)*; AC 39 (-1 size, +4 Dex, +16 natural, +6 armor, +4 deflection from unholy aura), touch 17, flat-footed 35; Base Atk +12; Grp +12; Atk +16 ranged touch (eye rays*) and +15 melee (2d4 plus paralysis, bite); Full Atk +16 ranged touch (eye rays**) and +15 melee (2d4 plus paralysis, bite); SA eye rays (CL: 13th, DC 24), paralyzing slime, smite good, spell-like abilities; SQ +4 resistance bonus to all saves (unholy aura, already included), all-around vision, antimagic cone, darkvision 120 ft., DR 10/magic, flight, freedom of movement, immunities, resistance to cold 30, electricity 10, and fire 30, scent, see invisibility, SR 26; AL LE; SV Fort +16, Ref +13, Will +19; Str 20 (+5), Dex 19 (+4), Con 20 (+5), Int 21 (+5), Wis 16 (+3), Cha 23 (+6).

*Vhalantru has bat-like wings, which allow him to fly at a speed of 5 ft. with average maneuverability, if he loses his normal innate flight ability. **Vhalantru has nine eyestalks instead of ten; he is missing his inflict serious wounds eye ray (having given it as a gift to Thifirane Rhiavadi.)

Skills and Feats: Bluff +13, Decipher Script +14, Diplomacy +16, Disguise +6 (+8 act in character), Gather Information +8, Hide +17, Intimidate +8, Knowledge (arcana) +22, Knowledge (architecture and engineering) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nobility and royalty) +14, Knowledge (the planes) +14, Listen +22, Search +22 (+24 involving secret doors), Sense Motive +10, Spellcraft +9, Spot +22, Survival +4 (+6 following tracks & on other planes), Use Magic Device +7 (+9 involving scrolls); Alertness B, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Iron Will, Multiattack. Skills: Vhalantru gets a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.

Languages: Common, Elven, Infernal, and Undercommon.

Paralyzing Slime (Ex): Creatures struck by Vhalantru’s bite attack must succeed on a Fortitude saving throw (DC 23) or be paralyzed for 3d6 rounds. Vhalantru can choose to spit a globule of slime as a ranged touch attack with a range of 30 feet, with the same effect. The save DC is Constitution-based.

Smite Good (Su): Once per day, Vhalantru can make a normal melee attack to deal 16 points of extra damage against a good foe.

Spell-like Abilities: At will — detect magic, clairaudience/clairvoyance, fear (DC 20), invisibility, spider climb, tongues; 3/day — cloudkill (DC 21), darkness, fog cloud, poison (DC 20), ray of enfeeblement, stinking cloud (DC 19), unholy aura [already cast]; 2/day — dispel magic; 1/day — blasphemy (DC 23), desecrate, contagion (DC 20), horrid wilting (DC 24), mass charm monster (DC 24), unhallow, unholy blight (DC 20). Caster Level: 16th. The save DCs are Charisma-based.

Freedom of Movement (Su): Vhalantru gains the benefit of continuous freedom of movement, as the spell (CL: 10th).

Immunities: Immunity to acid, mind influencing attacks, and poison.

See Invisibility (Su): This ability functions as the see invisibility spell, except that it is always active and its range extends to the limits of Vhalantru’s vision.

Possessions: Bracers of armor +6 (on two eyestalks), lens of ray widening (Lords of Madness, pg. 46) *, and sphere mirror (Lords of Madness, pgs. 46 & 47). *This lens is over Vhalantru’s flesh to stone eyestalk.
 
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